VanHellscreen by grimgraybeard

[raw]
made by grimgraybeard for LD31 (JAM)
Hiho, im still not used to make complete games by myself. Even more if i have to do it within 3 days, but i managed to submit it somehow. Wish i had a little more time like always.
Its a game where monster spawn on 4 sides and you have to choose the right weapon before they get to you. You use WASD to choose the weapon and direction over 3 steps.
Goal is to protect the victims as long as possible.

Its a bit tricky at start, because of the variety of the enemys. But if you got a feeling for them you can score a high time. P.S: The Colour of the enemies is bound to their type, this could help.

I used Construct2, GIMP for the graphics, Audacity,bfxr and Fakemusicgenerator for sound and music.

Ratings

Coolness 20% 2185
Overall(Jam) 3.00 679
Audio(Jam) 2.81 468
Fun(Jam) 2.56 846
Graphics(Jam) 2.75 735
Innovation(Jam) 3.56 212
Mood(Jam) 3.07 466
Theme(Jam) 3.50 552

Feedback

huggabugga
09. Dec 2014 · 05:10 UTC
the game loads, and I'm like, 'Woah!'

Super confusing way of casting spells, but what can you expect when you've got complicated magic at hand? Maybe a clearer way of showing what part of the spell you just cast (as opposed to the top left corner) could help, and maybe a way to cancel a spell?
fuzzalicious
10. Dec 2014 · 16:50 UTC
Nice idea, controls are to confusing though, maybe combining wasd and arrow keys would help.
Elemental Zeal Games Studios
10. Dec 2014 · 18:57 UTC
A bit confusing, but nice idea!
camlang
10. Dec 2014 · 18:57 UTC
Controls are confusing. But the idea is interesting.
cxsquared
10. Dec 2014 · 18:58 UTC
The idea is really cool it's just a lot to comprehend. The controls are a little confusing as well. I like the game play I just wish the controls would be a little more responsive. Maybe use the arrow keys to pick one thing and wsad to pick another. Good work though.
guldlock
10. Dec 2014 · 18:58 UTC
Nice idea! Took me a bit but got into it after a while. Like the understandable colourscheme of the enemies.
zanenga
10. Dec 2014 · 19:09 UTC
I like the concept. But it's too confusing. Perhaps you could only choose the ammunition and then shoot? Having one less step could make it much more manageable.
Raiyumi
10. Dec 2014 · 21:27 UTC
Interesting, although confusing. Keep it up!
Pulsartronic
10. Dec 2014 · 22:00 UTC
good job, interesting idea ... i like this kind of games, the ones that requires concentration :D
Erkberg
11. Dec 2014 · 14:47 UTC
Hey buddy, it's been a pleasure jamming with you!
You got a really nice game here. Once you get into it, it challenges the player mentally, but the control scheme is hard to get into. A way to cancel a spell, like huggabugga said, would already help a lot (sorry for not thinking about this at all). You already know that I love the graphics, so all that is left for me to say is: Good job and I'm looking forward to the next one.
intersectiongames
12. Dec 2014 · 03:01 UTC
This was a fabulous idea, the learning curve is just a little too mean. Even just using the arrow keys to direct the spell direction would make things much more fun. I loved the idea behind it, this is a really awesome skill based game, and not just twitch reflex skill either. Right now its just a little harsh. Maybe some training levels might help remove some of that, and instill some muscle/brain memory in players. If you do your tutorial right, you probably wouldn't even need to adjust the current control scheme much.
GentlyPub
12. Dec 2014 · 13:06 UTC
It's said before, controls are too confusing and even explained in confusing way. Maybe make the enemy matrix available in game to recheck them.